425,324 research outputs found

    Introducing New Methodologies for Identifying Design Patterns for Internationalization and Localization

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    This paper describes a new methodology for deriving interaction design patterns from an analysis of ethnographic data. It suggests using inductive and deductive analysis processes to identify and articulate patterns that address the needs of culturally diverse users of interactive, collaborative systems. This might inform the internationalization and localization process of computer supported collaboration systems

    Towards a Pattern Language for the Design of Collaborative Interactive Systems

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    Nowadays, the design of interactive systems addresses diverse communities of end users, each belonging to a certain culture, having a role in the context/domain and using a specific digital platform. More than often, they come together and collaborate in performing their work tasks and need to be supported by virtual interactive systems. This brings a set of challenges and design problems to be faced by interaction designers focused on the design of collaborative interactive systems. The present paper focuses on one approach to overcome these challenges – by making available the knowledge and wisdom within a team of designers to each and every designer in the team by the definition of pattern languages, organized as sets of multimedia, multimodal documents accessible and manageable in the Web. A design pattern language comprises a set of inter-related design patterns able to address interaction design problems and to allow the accumulation and use of knowledge within a team of designers. This paper identifies and describes a set of design patterns addressing the design of collaborative interactive systems together with the possible relationships among them and the operations made available to designers for managing and using the patterns

    Group data communication with M2MI

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    The Anhinga Project is developing an infrastructure that supports board range of collaborative systems running on small proximal wireless devices in ad-hoc networks. The core of Anhinga Infrastructure is a new method invocation technology called the Many-to-Many Invocation (M2MI). In this technology, every method invocation is broadcasted through the network and all the objects that implement the same method execute it. M2MI is layered on a new network protocol, Many-to-Many Protocol (M2MP), which is designed for broadcasting messages within small wireless devices in Ad hoc network. In this project, I will provide three different design patterns of M2MI-based collaborative systems, implement and simulate those designs in LAN environment, and compare the advantages and disadvantages of the M2MI-based solutions with RMI-based solutions of those three different problems, collaborative groupware, multiple participants chat system, and the distributed solution of shared resource allocation. This project has the following research concepts: a) Investigate the design pattern and model design of collaborative groupware; b) Investigate the JAVA design and implementation of the collaborative groupware; c) Investigate M2MI mechanism using in the three different problems in ad hoc environment; d) Investigate the architecture, mechanism and performance of the designs of the three problems and compare them with RMI based solution. Test will be performed while using varieties of M2MP packet

    InstanceCollage: a tool for the particularization of collaborative IMS-LD scripts

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    Current research work in e-learning and more specifically in the field of CSCL (Computer Supported Collaborative Learning) deals with design of collaborative activities, according to computer-interpretable specifications, such as IMS Learning Design, and their posterior enactment using LMSs (Learning Management Systems). A script that describes such collaborative activities is typically designed beforehand in order to structure collaboration, and defines the features that determine the behavior of the LMS, for instance, the sequence of activities or the groups/role distribution. In CSCL settings, group management and composition are especially relevant and affect the chances of achieving the expected learning outcomes. This paper presents a software tool, named InstanceCollage, which aims at facilitating the configuration and population of groups for IMS-LD scripts created with the authoring tool Collage, and discusses the implications of the IMS-LD specification with respect to this task. InstanceCollage is designed to process collaboration scripts based on CLFPs (Collaborative Learning Flow Patterns). Using this type of patterns, InstanceCollage focuses on the importance of understanding the function of groups within the learning strategy of the script. This paper describes the approach taken in InstanceCollage to facilitate this understanding for non-expert users. Additionally, two case studies are presented, which represent complex authentic collaborative learning scenarios, as a proof of concept of the functionality of this tool. The case studies are also used to illustrate the requirements of group configuration tools and to show that InstanceCollage complies to such requirements

    Investigating sound intensity gradients as feedback for embodied learning

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    This paper explores an intensity-based approach to sound feedback in systems for embodied learning. We describe a theoretical framework, design guidelines, and the implementation of and results from an informant workshop. The specific context of embodied activity is considered in light of the challenges of designing meaningful sound feedback, and a design approach is shown to be a generative way of uncovering significant sound design patterns. The exploratory workshop offers preliminary directions and design guidelines for using intensity-based ambient sound display in interactive learning environments. The value of this research is in its contribution towards the development of a cohesive and ecologically valid model for using audio feedback in systems, which can guide embodied interaction. The approach presented here suggests ways that multi-modal auditory feedback can support interactive collaborative learning and problem solving

    Human Agency and Educational Research: A New Problem in Activity Theory

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    In this paper, I address the reconceptualization of human agency that can shift to an analysis of both distributed and multiple agency in networked learning activities. As human activity becomes increasingly dialogical, boundary-crossing, networked, hybrid, and weekly bounded forms of work and organizations, the new generation of activity theory invites us to focus educational research efforts on the evocative and supportive new forms of agency to design and implement new patterns and forms of collaborative relationships of multiple activity systems. After a conceptual overview, this paper will analyze findings from a case study on an inter-institutional, collaborative after-school learning activity for children called New School promoted by the Center for Human Activity Theory at Kansai University in Osaka. In conclusion, this paper will propose that evoking and supporting new distributed and multiple forms of critical design agency for networked educational work and organizations among different actors involved in and affected by educational practices must offer a lifeline to educational research as an intervention to break away from something old (e.g., institutional boundaries of traditional school learning isolated from society) and move toward something else (e.g., advanced networks of learning across boundaries). Such agency might include the will and courage to create school innovations so that schools can become collaborative change agents

    Understanding Collaborative Sensemaking for System Design — An Investigation of Musicians\u27 Practice

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    There is surprisingly little written in information science and technology literature about the design of tools used to support the collaboration of creators. Understanding collaborative sensemaking through the use of language has been traditionally applied to non-work domains, but this method is also well-suited for informing hypotheses about the design collaborative systems. The presence of ubiquitous, mobile technology, and development of multi-user virtual spaces invites investigation of design which is based on naturalistic, real world, creative group behaviors, including the collaborative work of musicians. This thesis is considering the co-construction of new (musical) knowledge by small groups. Co-construction of new knowledge is critical to the definition of an information system because it emphasizes coordination and resource sharing among group members (versus individual members independently doing their own tasks and only coming together to collate their contributions as a final product). This work situates the locus of creativity on the process itself, rather than on the output (the musical result) or the individuals (members of the band). This thesis describes a way to apply quantitative observations to inform qualitative assessment of the characteristics of collaborative sensemaking in groups. Conversational data were obtained from nine face-to-face collaborative composing sessions, involving three separate bands producing 18 hours of recorded interactions. Topical characteristics of the discussion, namely objects, plans, properties and performance; as well as emergent patterns of generative, evaluative, revision, and management conversational acts within the group were seen as indicative of knowledge construction. The findings report the use of collaborative pathways: iterative cycles of generation, evaluation and revision of temporary solutions used to move the collaboration forward. In addition, bracketing of temporary solutions served to help collaborators reuse content and offload attentional resources. Ambiguity in language, evaluation criteria, goal formation, and group awareness meant that existing knowledge representations were insufficient in making sense of incoming data and necessitated reformulating those representations. Further, strategic use of affective language was found to be instrumental in bridging knowledge gaps. Based on these findings, features of a collaborative system are proposed to help in facilitating sensemaking routines at various stages of a creative task. This research contributes to the theoretical understanding of collaborative sensemaking during non-work, creative activities in order to inform the design of systems for supporting these activities. By studying an environment which forms a potential microcosm of virtual interaction between groups, it provides a framework for understanding and automating collaborative discussion content in terms of the features of dialogue

    Design systems at work: Optimizing design processes and aligning design work to company identity

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    User experience design in a company setting typically involves teams comprised of individuals with diverse roles, who need to collaborate when creating products and services. Resources exist to set standards for design within such a company, guiding teams of designers and developers to create products and services with a consistent look and feel that are also in line with the company’s branding. These resources include UX guidelines, UI style guides, design patterns, and design languages. The latest such resource is the design system. This thesis explores the term design system in terms of its definition and how it is applied by design professionals within companies. It seeks to understand how to define the term and how to create a design system to support the needs of a company’s design teams, and ultimately, provide a pleasant and consistent experience for end users. Following this focus on design in practice, the literature review has a heavy emphasis on articles and blog entries by working designers explaining what design systems are to them, how they have built them, and how they use them. This is complemented by academic literature on topics related to collaborative work in digital product teams, design management, and storytelling methods to drive adoption within companies. Expert interviews were also conducted with design professionals who have led design system teams in organizations. The literature review and expert interviews revealed a definition for design system that is not standardized, yet fairly consistent from speaker to speaker. Design systems broadly encompass the early types of standardizations for design. They include design languages, guidelines, and style guides. They go even further by not only establishing standards for how designs should look and lead to interactions. Design systems also provide the philosophy behind the design decisions that were made, relating them to the company’s mission and branding. This thesis also contains a case study with the global engineering company ABB, tracing the beginning of its central design team and transition from a UI style guide to a design system. Designers and developers throughout the company were surveyed and interviewed to hear their needs and expectations. Service design approaches were used to conduct participatory research with stakeholders within the company, with the aim of engaging them in the process of creating a design system. Implications on a company level, industry level, and academic level are discussed. This thesis on design systems supports the case company ABB in creating its design system, and on a broader scale, connects academic and industry discussions on collaborative work in design teams to explain how design systems can be built and used

    Multi-touch interaction principles for collaborative real-time music activities: towards a pattern language

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    In this paper we give an analysis of the literature on a set of problems that can arise when undertaking the interaction design of multi-touch applications for collaborative real-time music activities, which are designed for multitouch technologies (e.g. smartphones, tablets, interactive tabletops, among others). Each problem is described, and a candidate design pattern (CDP) is suggested in the form of a short sentence and a diagram—an approach inspired by Christopher Alexander’s A Pattern Language. These solutions relate to the fundamental collaborative principles of democratic relationships, identities and collective interplay. We believe that this approach might disseminate forms of best design practice for collaborative music applications, in order to produce real-time musical systems which are collaborative and expressive
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